By the time you all split up at the Margrave's home with the majority going to the fort, getting the provided items, and heading back, that would be about 10 minutes. So I'd say you would come in after the shop keep reacts to Tzeene's persuasion roll.
Rollback Post to RevisionRollBack
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
Here is the continent your characters would travel from. You left port at Fort Rownock about a third of the way down the map on the east coast. Ror'nav is roughly 6 days of sailing directly east of there. The imperial border is from Northgate, through the northern section of the mountain range through the Caldera, and ending southwest along the Black Forest to the Ociriean Sea coast. The southern border is anything north of the Emerald Timberlands, the dwarven city of Osgulad, and the free state of West Dale.
Edit: I'll have to mess with the image to get it working.
The shopkeep replies with a hrmph and straightens up on his chair. "Alright miss, 2 gold it is. That hat has been sitting there since we arrived and you're the first to take interest. It's all yours."
He reaches over to grab the hat and slides it across the counter to you.
(Sorry, I became unexpectedly busy the last half of the day.)
Rollback Post to RevisionRollBack
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
(Hopefully the map stays this time. Not sure what happened earlier. You'll probably want to view this on your phone to zoom in. So you don't have to scroll up for information: Here is the continent your characters would have traveled from. You left port at Fort Rownock about a third of the way down the map on the east coast. Ror'nav is roughly 6 days of sailing directly east of there. The imperial border is from Northgate, through the northern section of the Caldera mountain range, and ending southwest along the Black Forest to the coast of the Ociriean Sea. The southern border is anything north of the Emerald Timberland, the dwarven city of Osgulad, and the free state of West Dale.)
With the hat and food purchased, Happy and Tzeene make their way to the fort where the rest of the group awaits them. On their way the pair catch the gaze from a handful of town folk who are not used to seeing the settlements only drow and tiefling walking as a pair through the streets.
You all cut your way through an open field to the bridge as opposed to back tracking through the town. The field was clearly part of the forest before the settlemt, as you can see the year old stumps dotting the landscape. The wooden bridge that spans the 20 foot wide river has a pair of guards posted on the settlement side of it. They are curious to know your intentions and quickly allow you all to cross once you inform them. The path heads south along the rocky coast that leads to the Beacon, or the lighthouse, the sits a good 40' above the settlement on a rocky peninsula. To reach the ruins, you must immediately break away from the path and head north.
Stepping into the tree line you find that because the forest is so old and untouched, there is little scrub brush to impede your speed. The forest is calm with birds singing and rays of the mid morning sunlight breaking thoughout the canopy. A breeze rolls through that smells of the salty sea every so often. When you listen close enought you can hear the waves smashing against the cliff walls with a distant thunderous crash.
Roll a Survival check, Seighart. I see your favored terrian is forest, so you cannot get lost per say, so this will be to see how on target you are at navigating.
(Edit: After rereading the Natural Explorer feature, I realized I haven’t doubled my proficiency modifier since we’re in my favored terrain. I would add +2 to this result for a total of 18.)
Sieghart, although you've never ventured far into the forest, known as the Border, you are able to guide the party north and feel confident that you are on the right track. The further into the forest you go the sounds of the crashing sea and the scent of salt water fade away. Passing through the beams of light that shine through the canopy you can tell that the summer day is getting progressively warmer (The average temperatures of this part of the world ranges from 80-90's in the summer and 30-40's in the winter). The canopy provides a comfortable shade. The sound of bugs drones all around and every so often you hear the footfalls of wild game fleeing from you all.
A short while after noon Sieghart catches the sound of talking off in the distance. Although you cannot make out what is being said, you can discern 5 separate small entities conversing with one another accompanied by some splashing. It's coming from beyond a ridge about 60 feet ahead of you all. The ridge has a handful of trees that line the crest with one fallen tree directly in front of you that could allow for some cover if anyone wishes to take a peak.
Sieghart signals the group to hold and stay low. Both and himself and Arlo carefully creep up to the fallen log, both peering on opposite ends. About 60 feet away there is a small babbling creek with 5 goblins at different points flipping rocks and snatching quickly into water. One suddenly burst in what you assume is a cheer of joy as they raise their hand to the sky with a large crayfish within their grasp.
Arlo, you are able to spot a couple of trees that have their crude short bows and spears resting against them. You also notice that they are wearing simple leathers. You come to feel comforted that they are entranced with their fishing... Until Sieghart unknowingly steps on a thick, but rotten enough branch, sending a loud crack from your position. Arlo quickly ducks out of sight, but Sieghart unfortunately catches their glances as they race for their weapons.
With their cover already blown, Catherine doesn't bother trying to hide, standing tall and pounding her shoulder at the goblins before taking hold of her greataxe in both hands. In truth she was glad that stealth had failed them so readily.... she'd much rather a real fight than an easy ambush, especially since it had been so long since she'd had one.
Initiative: 10
(Sorry for the lull in posting, busy with holiday nonsense, which is now over. Hopefully I rolled the initiative correctly there, d20 + Dex mod, which for Catherine is +2. Never made any combat rolls on the forum before.)
Sloppy. That was the only word that could described Sieghart’s performance. Having been spotted by the enemy, there was really only one way this would end. Sieghart drew his bow from around his shoulder and an arrow from the quiver at his side.
This post has potentially manipulated dice roll results.
Arlo draws a pair of long handled, curved steel hatchets and gets ready to go to work. Doesn’t matter if they were just fishing, now they’re just the day’s labor.
By the time you all split up at the Margrave's home with the majority going to the fort, getting the provided items, and heading back, that would be about 10 minutes. So I'd say you would come in after the shop keep reacts to Tzeene's persuasion roll.
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
23
Here is the continent your characters would travel from. You left port at Fort Rownock about a third of the way down the map on the east coast. Ror'nav is roughly 6 days of sailing directly east of there. The imperial border is from Northgate, through the northern section of the mountain range through the Caldera, and ending southwest along the Black Forest to the Ociriean Sea coast. The southern border is anything north of the Emerald Timberlands, the dwarven city of Osgulad, and the free state of West Dale.
Edit: I'll have to mess with the image to get it working.
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
Dm, that 23 is my persuasion roll.
The shopkeep replies with a hrmph and straightens up on his chair. "Alright miss, 2 gold it is. That hat has been sitting there since we arrived and you're the first to take interest. It's all yours."
He reaches over to grab the hat and slides it across the counter to you.
(Sorry, I became unexpectedly busy the last half of the day.)
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
(Quick question. Can everyone see a map of the continent the empire is on/you all are from? I can see it on a computer, but not on my phone.)
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
(I cannot)
Paladin - warforged - orange
(Hopefully the map stays this time. Not sure what happened earlier. You'll probably want to view this on your phone to zoom in. So you don't have to scroll up for information: Here is the continent your characters would have traveled from. You left port at Fort Rownock about a third of the way down the map on the east coast. Ror'nav is roughly 6 days of sailing directly east of there. The imperial border is from Northgate, through the northern section of the Caldera mountain range, and ending southwest along the Black Forest to the coast of the Ociriean Sea. The southern border is anything north of the Emerald Timberland, the dwarven city of Osgulad, and the free state of West Dale.)
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
We'll say that Happy made it to the store at about this time, if you still wanted to do some rp.
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
(Sorry I don’t want to hold us up any further so I’ll skip the shopping)
With the hat and food purchased, Happy and Tzeene make their way to the fort where the rest of the group awaits them. On their way the pair catch the gaze from a handful of town folk who are not used to seeing the settlements only drow and tiefling walking as a pair through the streets.
You all cut your way through an open field to the bridge as opposed to back tracking through the town. The field was clearly part of the forest before the settlemt, as you can see the year old stumps dotting the landscape. The wooden bridge that spans the 20 foot wide river has a pair of guards posted on the settlement side of it. They are curious to know your intentions and quickly allow you all to cross once you inform them. The path heads south along the rocky coast that leads to the Beacon, or the lighthouse, the sits a good 40' above the settlement on a rocky peninsula. To reach the ruins, you must immediately break away from the path and head north.
Stepping into the tree line you find that because the forest is so old and untouched, there is little scrub brush to impede your speed. The forest is calm with birds singing and rays of the mid morning sunlight breaking thoughout the canopy. A breeze rolls through that smells of the salty sea every so often. When you listen close enought you can hear the waves smashing against the cliff walls with a distant thunderous crash.
Roll a Survival check, Seighart. I see your favored terrian is forest, so you cannot get lost per say, so this will be to see how on target you are at navigating.
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
Survival check: 16
(Edit: After rereading the Natural Explorer feature, I realized I haven’t doubled my proficiency modifier since we’re in my favored terrain. I would add +2 to this result for a total of 18.)
Sieghart, although you've never ventured far into the forest, known as the Border, you are able to guide the party north and feel confident that you are on the right track. The further into the forest you go the sounds of the crashing sea and the scent of salt water fade away. Passing through the beams of light that shine through the canopy you can tell that the summer day is getting progressively warmer (The average temperatures of this part of the world ranges from 80-90's in the summer and 30-40's in the winter). The canopy provides a comfortable shade. The sound of bugs drones all around and every so often you hear the footfalls of wild game fleeing from you all.
A short while after noon Sieghart catches the sound of talking off in the distance. Although you cannot make out what is being said, you can discern 5 separate small entities conversing with one another accompanied by some splashing. It's coming from beyond a ridge about 60 feet ahead of you all. The ridge has a handful of trees that line the crest with one fallen tree directly in front of you that could allow for some cover if anyone wishes to take a peak.
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
Arlo does his best to sneak up and take a look
stealth 10
perception 15
Paladin - warforged - orange
Sieghart will attempt to discretely move behind the fallen tree and try to get a better view of the group ahead.
Stealth check: 6
Perception check (in forest so proficiency bonus is doubled): 7
(Edit: oof...)
Sieghart signals the group to hold and stay low. Both and himself and Arlo carefully creep up to the fallen log, both peering on opposite ends. About 60 feet away there is a small babbling creek with 5 goblins at different points flipping rocks and snatching quickly into water. One suddenly burst in what you assume is a cheer of joy as they raise their hand to the sky with a large crayfish within their grasp.
Arlo, you are able to spot a couple of trees that have their crude short bows and spears resting against them. You also notice that they are wearing simple leathers. You come to feel comforted that they are entranced with their fishing... Until Sieghart unknowingly steps on a thick, but rotten enough branch, sending a loud crack from your position. Arlo quickly ducks out of sight, but Sieghart unfortunately catches their glances as they race for their weapons.
Roll initiative!
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
With their cover already blown, Catherine doesn't bother trying to hide, standing tall and pounding her shoulder at the goblins before taking hold of her greataxe in both hands. In truth she was glad that stealth had failed them so readily.... she'd much rather a real fight than an easy ambush, especially since it had been so long since she'd had one.
Initiative: 10
(Sorry for the lull in posting, busy with holiday nonsense, which is now over. Hopefully I rolled the initiative correctly there, d20 + Dex mod, which for Catherine is +2. Never made any combat rolls on the forum before.)
(Yep, that's right. And no worries, I was fully expecting this to go slowly over the holidays.)
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
Sloppy. That was the only word that could described Sieghart’s performance. Having been spotted by the enemy, there was really only one way this would end. Sieghart drew his bow from around his shoulder and an arrow from the quiver at his side.
Initiative: 5
(Edit: what is wrong with me today)
Arlo draws a pair of long handled, curved steel hatchets and gets ready to go to work. Doesn’t matter if they were just fishing, now they’re just the day’s labor.
Intiative 14
(Sieghart, your guy forgot how to ranger lol)
Paladin - warforged - orange